Idol Showdown/Coco Kiryu/Combos
Combos
Combo Notation Help | |
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Disclaimer: Combos are written by different authors, so the notation used can vary from the standard one. For additional information on terminology for Idol Showdown or fighting games in general, please consult the Idol Showdown Glossary or the Fighting Game Glossary. | |
#X | Input writted with numpad notation for the direction/motion input followed by the action. |
X > Y | X input is cancelled into Y. |
X, Y | X input is linked to Y, meaning Y is done after X's recovery frames. |
X~Y | This notation has two meanings: 1. Use attack X with followup Y. 2. Input X, and then within a few frames, input Y. Sometimes referred to as "kara cancelling". |
[X] | Input X is held down. |
{X} | Input is partially charged (as in, not tapped but not held to full charge either). |
(X) | Input X is optional. Typically, the combo will be easier without this input. |
X/Y | Choose between input X or input Y. |
#jc | Jump cancel. The number (7, 8, or 9) indicates which direction the jump cancel should be input if it is important to the combo. |
j.X | Jumping input X. X should be input while airborne. |
dl.X | Delayed input X. There will be some delay before inputting X. |
CH X | Counterhit with input X. This is used for combo starters that require counterhit confirm. |
OTG X | Input X while the opponent is knocked down but still able to be hit. |
X(n) | Number of hits of a multihit attack. If an attack is multihit and this is not specified, it is assumed to let the maximum number of hits complete before proceeding. |
scc | Superchat Cancel. Idol Showdown unique mechanic that allows you to cancel the recovery of one special into another special. |
Combo Theory
2H anchors the opponent to a specific spot on hit. This means combos after 2H are consistent, and starters that lead into 2H can be freely mixed and matched with combos that lead out of 2H.
3H is an unburstable hard knockdown. The next hit after it in a combo is guaranteed damage, so do something that hurts.
Beginner Combos
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
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236G | Beginner | 280 | 0 bar | 0.08 | Anywhere |
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5M > 2H > 22M , (22H) | Beginner | 271 / 363 | 0-1 bar | 0.22 / 0.26 | Anywhere |
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5M > 2M > 5H > 3H > (22H) | Beginner | 244 / 313 | 0-1 bar | 0.25 / 0.30 | Anywhere |
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Combo Starters
This section lists blockstrings, grabs, and anything else Coco has that leads directly into a combo.
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
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2L/5L > 2M > 5M > 2H > 5H > (22S/3H) | Easy | 0 bar | Anywhere | ||
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2L/5L > 2M > 5M > 5H > (22S/3H/2H) | Medium | 0 bar | Anywhere | ||
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2M > 214L scc 236L, BnB | Medium | 1 scc | Anywhere | ||
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5M > 5H > 22M (scc 214L / scc 22L / OTG) | Medium | 0 bar | Anywhere | ||
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236M, 5L > 5M > 2H > BnB | Medium | 0 bar | Anywhere | ||
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66 > 236S, j.M, 214L scc 236L, BnB | Hard | 2 bar + 1 SC | Anywhere | ||
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Any Knockdown, OTG 22G/22H | Medium | Anywhere | |||
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Combo BnB
This section lists combos using the basic starter of (2L/5L) > 2M > 5M > 2H.
Anything listed in the combo starter section that includes 2H will also work with these combos. Simply replace everything up to 2H with the different starter.
There are two important things to note about 2H > 5H that are applicable to many of these combos.
- 2H > 5H > 214L, 5M does not work midscreen against Coco.
- 2H > 5H whiffs at point blank in the corner against anyone except Coco.
These issues can be worked around by either skipping 5H entirely, or at a close enough range by swapping the order to 5H > dl 2H.
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
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(2L/5L > 2M) > 5M > 2H > 5H > 214L, 5M > 2H > 5H > 214L, (Ender) | Medium | 348(140) | 0 SC | 0.59 | Anywhere |
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(2L/5L > 2M) > 5M > 2H > 5H > 214L, 3H > 214M scc 236L, (2M) > 5M > 2H > 5H > 214L, (Ender) | Medium | 367(260) | 1 SC | 0.71 | Anywhere |
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(2L/5L > 2M) > 5M > (2H/3H) > 22M (scc 22L) (scc 22M) scc 214L, 5L > 5M > 2H > 5H > 214L, (Ender) | Easy | 374(70) / 437(70) / 486(70) | 1-3 SC | 0.61 / 0.66/ 0.71 | Anywhere |
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(2L/5L > 2M) > 5M > (2H/3H) > 22M (scc 22L) (scc 22M), 22G scc 214L, 66 > 5L > 5M > 2H > 5H > 214L, (Ender) | Hard | 394(70) / 455(70) / 547(70) | 1-3 SC | 0.66 / 0.71 / 0.76 | Anywhere |
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(2L/5L > 2M) > 5M > (2H/3H) > 22M (scc 22L), 22G scc 214L scc 214M, 5M > 2H > 5H > 214L, (Ender) | Medium | 403(260) / 462(260) | 2-3 SC | 0.70 / 0.74 | Anywhere |
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Combo Enders
This section lists different ways to end after any of the above combos. Typically directly after the second 214L of a combo.
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
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5M > 22M | Easy | Anywhere | |||
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5M > 214L | Easy | (70) | Anywhere | ||
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3H > 214M (scc 236L) | Easy | (120) | Anywhere | ||
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5M > 5H > 3H > 214M | Medium | (120) | Anywhere | ||
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5L > (Ender) | Medium | (10) | Corner | ||
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2L > 5L > dl 2M > (Ender) | Hard | (10) | Corner | ||
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OTG Combos
This section lists alternate ways to continue or end a combo after almost any knockdown.
There are a few things to be aware of when performing OTG combos:
- It is not necessary to Super Chat Cancel into an OTG. When performing an OTG after a special move, avoid wasting Superchat meter by making sure to wait until the special move has ended.
- There is a limit of 3 OTG hits per combo. The third OTG hit in a combo triggers the Infinite Prevention System (IPS), which re-stands the opponent into an unhittable state.
- 22H knocks the opponent down when used as an anti-air, but restands the opponent when used as an OTG. Make sure to hit them with the correct timing.
Knockdown | OTG | Notes |
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3H | 66 > 22G/22H | |
3H | 236L, 22G/22H | Works at extreme whiff punish ranges. |
22L / 22M | 22G/22H | |
236[L] / 236H / 214G | 22G/22H | |
214L | 66 > 22G/22H | 22G only works after a close 214L. 22H works at regular distances but not after a long range whiff punish. |
214M (Close) | 22G/22H | Even more range dependent than the above. More realistic in the corner. |
236G | 66 > 22G/22H | Midscreen 22G is frame perfect and character specific. Stick to 22H unless near the corner. |
G/4G (Corner) | 66 > 22G/22H | Dash before 22H is not necessary if close enough to the corner. |
236S | 22H |
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
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OTG 22G scc 214L, 66 > 5L, 5M > 2H > BnB | Medium | 1 SC | Anywhere | ||
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OTG 22G scc 214L scc 214M, 5M > 2H > BnB | Medium | 2 SC | Anywhere | ||
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OTG 22H, OTG 22H, OTG 22H | Easy | 1-3 bar | Midscreen | ||
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OTG 22H scc 22M, 22H scc 22M, 22H | Easy | 1-3 bar + 1-2 SC | Corner | ||
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OTG 22H scc 22G | Easy | 1 bar + 1 SC | Anywhere | ||
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OTG 22H (scc 22M), 22G | Easy | 1 bar + 0-1 SC | Corner | ||
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Collab Combos
This section lists combos only possible when using a collab.
Combo | Difficulty | Damage | Cost | Meter Gain | Location |
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Amelia: 236G > dl 214S, 66 > 5M > 2H > ... | Medium | 482(140)+ | 2 bar | Anywhere | |
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Amelia: 3H, 214S, 66 > 5M > 2H > ... | Easy | 471(140)+ | 2 bar | Anywhere | |
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Amelia: 3H > 214S, j.L, (66 > 5L > 2L) > 2M > 5M > 2H > ... | Medium | 439(140)+ | 2-3 bar | Anywhere | |
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Amelia: 3H > 214S, 66 > 5L > (2L, 66 > 5L > 2L) > 2M > 5M > 2H > ... | Medium | 429(140)+ | 2-3 bar | Anywhere | |
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Amelia: 3H > 214S, 66 > 3H > (214S, 66) > 22M | Medium | 432 / 491 | 2-4 bar | Anywhere | |
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Kanata: 214S, (66) dl 214M, 5L > 5M > 2H > ... | Hard | 414(260)+ | 2 bar | Anywhere | |
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Kanata: (214G/236X) > L+H | Easy | 2 SC | Anywhere | ||
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